Growth of Immersive Media- 2019 - Datamatics
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Growth of Immersive Media - A Reality Check | Table of Contents
Table of Contents
1. Report Introduction & Methodology 3
2. Executive Summary 4
3. Overview & Evolution 6
4. Immersive Media Ecosystem 10
5. Global Market Analysis 16
6. Applications & Use Cases 21
7. Emerging Technology Innovations 31
8. The India Story 35
9. Recommendations 51
Profiles of Key Players 55
Appendix – Additional Case Studies 65
Acknowledgements 71
Glossary of Terms 72
About Nasscom 73
Disclaimer 74
1Growth of Immersive Media - A Reality Check | Report Introduction & Methodology
Report Introduction
1 & Methodology
Background, Scope and
Objective
• This report aims to provide an assessment of
the current market for Immersive Media both
globally and in India.
• This report provides a summary view of the
following with respect to Immersive Media:
Brief Introduction & its Evolution, Ecosystem
Players, Market Size and Growth Estimates,
Key Applications and Use Cases, Analysis
of the Indian Market, Key demand drivers,
Factors limiting growth, along with the key
recommendations that may propel the growth
of the Immersive Media market in India.
Details of Research Tools and
Methodology
• We conducted Primary and Secondary
Research for our market analysis. Secondary
research formed the initial phase of our study,
where we conducted data mining, referring
to verified data sources such as independent
studies, technical journals, trade magazines,
and paid data sources.
• As part of the Primary Research, we performed
in-depth interviews with stakeholders from
throughout the Immersive Media ecosystem
to gain insights on market trends, demand
& supply side drivers, regulatory scenarios,
major technological trends, opportunities &
challenges for future state analysis.
• Stakeholders from the ecosystem included
industry bodies, hardware OEMs, platform
developers, system integrators, application
developers, content developers, consumer
enterprises and Global experts.
3Growth of Immersive Media - A Reality Check | Executive Summary
2 Executive Summary
• Immersive Media is defined as the media output with the ability to
experience standard media in a multi-dimensional realm achieved by
combining reality with technology. With the evolution of technology it
Introduction has become possible to combine three dimensions of human sensory
capabilities i.e. Sound, Sight & Haptic Feedback to create an immersive
& Evolution experience.
• Technologies that propagate immersive media to users include Augmented
Reality (AR), Virtual Reality (VR), Mixed Reality (MR) and 3600 Video.
• Immersive Media supply side ecosystem comprises five key categories
of players: Hardware, Technology & Platform Developers, Application
Developers, Content Producers, and System Integrators.
• The evolution of Immersive Media has been in progress for over 50 years,
but has picked pace only in the last decade, especially with evolution in
hardware devices and growth of technology & platform development.
• The Global Immersive Media market is estimated at USD 18.4 Bn in 2018 and
is projected to grow at 76% CAGR to reach USD 179 Bn by 2022.
• Currently, USA is the leading market with as much as ~1/3rd market share
of the Global Immersive Media market. By 2022, while US is estimated to
continue to garner 1/3rd share of Immersive Media spending; China, Japan,
Germany and UK are projected to emerge as markets with significant
Immersive Media spending. Global Market
• The industry has captured significant interest of investors over the last few
years - Globally Immersive Media industry has attracted over USD 7.5 Bn
Size, Growth &
funding during 2013-17. Key Applications
• Enhancing experiences related to ‘Connect’, ‘Know’, ‘Learn’, ‘Explore’ and
‘Play’ are the key applications of Immersive Media.
• As per 2017 estimates, Enterprise contributes to 2/3rds of the Immersive Media
Spending, while Consumer spending contributes to the remaining 1/3rd.
• Automobile, Heavy Industries, Real Estate and Training are the key enterprise
verticals driving the Immersive Media market.
• Camera & Image Capture (Multi-Lens Camera, 3D Sensing Camera, Smart
Contact Lens), ‘Mapping & Environment’ (Simultaneous Location & Mapping),
and ‘Display’ technologies (AMOLED-based Micro Display, High Angular
Resolution FOV) are areas witnessing significant technology innovations, which
is also aiding the growth of Immersive Media.
4Growth of Immersive Media - A Reality Check | Executive Summary
India Story
• Immersive Media Market in India is estimated at USD 0.55
Bn in 2018, but is expected to grow to USD ~6.5 Bn by 2022.
Augmented Reality is estimated to grow to USD 5.9 Bn, while
Virtual Reality is estimated to grow to USD 0.5 Bn by 2022
• Real Estate, Media & Entertainment, Automotive and Retail
are expected to be the verticals with maximum adoption of
Immersive Media
• Indian AR-VR supply landscape comprises of significant
large and small players in the areas of ‘Tech & Platform
Development’, ‘App Development’ and ‘System Integration’
– both the domestic and the global Immersive Media market
provides a significant opportunity for these players to tap into
• Partnerships and collaborations are expected to be the
key drivers of the ecosystem in India, with majors such as
Facebook, Snapchat, Niantic forging relationships with Indian
firms
Key Growth Challenges
• Prohibitive costs of AR and VR devices in India is acting as
a deterrent to adoption across Consumer, Retail & Small &
Medium Enterprise market segments
• Availability of relevant content due to diverse requirements and
technology limitations is a significant challenge for immersive
media growth
• Awareness about Immersive Media value proposition and return
on investment lacking in quantitative and qualitative view
Recommendations
In addition to the growing domestic demand, India has the
potential to emerge as a large supplier of the global AR-VR
demand leveraging its stronghold in technical capabilities across
engineering, app development and content creation. Some
measures which may accelerate this growth are:
• The Indian Government plays a dual-role to enhance growth of
Immersive Media in India – 1. Act as a consumer, and 2. Act as
an Enabler/Catalyst. Initiatives to ensure affordability of devices
through Government support and programs may be considered
• AR-VR players improve availability of skilled and competent
talent leveraging both formal and vocational education
ecosystem
• AR-VR players improve focus on creation of customized content
in order to appeal to larger masses across age groups, cultures,
regions and other demographics and for businesses
5Growth of Immersive Media - A Reality Check | Overview & Evolution
3 Overview & Evolution
Immersive Media is transforming the way
users experience reality. This section
provides an understanding of Immersive
Media and its evolution over the years
Immersion is a combination of Visual, Sound and Haptic
1 feedback, which in turn is experienced only through Augmented
Reality, Virtual Reality, Mixed Reality and 3600 Video – known
commonly as Immersive Media
2 The Immersive Media industry has been in a nascent form for
the last 50 years, and has started growing in the last decade
3
Applications of Immersive Media have increased significantly
for Enterprise as well as Consumers across sectors such as
Automobile, Retail, Real Estate, Education etc
4
Key Drivers for the growth of Immersive Media are incremental
quality of the content available, enhanced connectivity and
superior device capabilities
5
Immersive Media is no longer about an alternative display
technology but is being looked at as a transformative way to
consume content
6Growth of Immersive Media - A Reality Check | Overview & Evolution
3.1 | An Introduction to Immersive Media
Immersion, as a concept is the unity between three specific dimensions of human experience capabilities.
Sound, Sight and Intuitive Interactions form the three pillars. These operate independently of each other to create
experiences on their own, but a truly immersive experience is created when the three come together to form one
unified experience.
Silent Motion
Pictures
Videos
Visual
Movies Games &
Apps
High Resolution Truly Motion
Audio Immersive Sensing
Experience
3D Audio Intuitive
Songs & Sound
Sound Haptic
Speech Movements & Feedback
Feedback
Figure 1: Dimensions of Immersive Media
Immersive Media is defined as the ability to experience standard media in a multi-dimensional realm combining
reality with technology. Technologies that propagate immersive media to the users include Augmented Reality (AR),
Virtual Reality (VR), Mixed Reality (MR) and 3600 Video as illustrated in Figure 2.
Mixed Reality Augmented Reality
A Blend of Digital Content A Digital Content
into the Real-World Overlay
which is an environment into the user’s real-world
where both coexist and environment
interact
Immersive
A Multisensory,
Digital Experience
which is delivered
through any of these
technologies
3600 Video
Virtual Reality
A Change in
Perspective Offered A Digital Environment
that allows users to that replaces the user’s
look in every direction real-world environment
Figure 2: Components of Immersive Media
7Growth of Immersive Media - A Reality Check | Overview & Evolution
3.2 | Evolution of Immersive Media
The evolution of Immersive Media has been in progress for over 50 years, with Augmented Reality coming into
existence in the year 1968. The term Augmented Reality came into existence only in 1990 and emergence of
applications across Engineering, Media & Entertainment and uses in Industry have driven evolution of the technology
as well as the ecosystem. With significant advancements in computing and display technologies, AR VR and MR
applications will find greater number of applications with shortened product develoment cycles.
World’s first ever head-mounted display
system developed. Credited to Ivan
Sutherland, displayed simple wireframe 1968-
designs from computers. World’s first 1974
artificial reality lab created
Augmented Reality
1990 coined by Boeing
Engineer, Tom
Claudell
One of first AR systems – Virtual
Fixtures developed – as a military
application. Upper body fittings
let the military control the 1992
machines from a remote location
First Virtual Yellow
Down Market broadcast
1998 by Sportvision in a NFL
Game
NASA X-38 Spacecraft flown using
Hybrid Synthetic Vision using Visual
Overlay on structures 1999
Augmented reality system for soldiers
on battlefield under development by ’00: Hirokazu Kato created ARToolkit
US Navy (Open Source Library) – Still widely
used
2000- ’03: NFL: 1st and Ten line integrated
2019 with Skycam used
’10: First VR Headset Prototype created ’09: ARTookit brings Augmented
Reality to web browsers
’13: Car Manufaturers begin use of
AR as service manuals (Volkswagen 2010-
MARTA) 2014
’14: Google announces Google Glass –
Wearable AR ’15: AR & VR Investments reach
USD 700 Mn.
2015-
’16: AR & VR Investments touch
2016 USD 1.1 Bn.; Microsoft launched
Hololens
Figure 3: Evolution of Immersive Media
As depicted in Figure 3, the ecosystem of Immersive Media has evolved from simply being an alternative display
technology to being a potential multi-sensory experience providing technology (Sound, Sight, Haptics etc.). It is
currently being viewed as one of the drivers of the future of computing, entertainment and business as well.
The ecosystem is moving towards higher quality content created through advanced tools, platforms, devices as well
as integration of multiple skills.
8Growth of Immersive Media - A Reality Check | Overview & Evolution
Key trends expected in the
evolution of the ecosystem are
as follows:
With increasing investment in R&D by
various players, current device limitations
will be overcome leading the way for better
and first improved devices.
With technological advancement form
factor of AR VR devices will further improve
thus allowing seamless integration in daily
lives across various use cases
The application ecosystem will get strong
with focus on creation of applications and
customized content. These developments
will find multiple use cases across sectors
e.g. Capital Goods, Heavy Manufacturing,
Hospitality, Retail, Media & Advertising and
Healthcare
9Growth of Immersive Media - A Reality Check | Immersive Media Ecosystem
4 Immersive Media Ecosystem
The Immersive Media Ecosystem consists
of various players with unique roles to play
in the value chain.
1
The immersive media ecosystem is made up of six key players - Hardware
Producers, Technology & Platform Developers, Application Developers,
Content Producers, System Integrators and Users
2
Hardware plays a significantly large role in the immersive media ecosystem,
with hardware manufacturers increasing their focus on ergonomics, creation of
untethered devices and potentially adding multi-sensory capabilities
3
Evolution of platforms and tools led by OS Developers such as Apple (ARKit
2) and Google (ARCore) have led to the mass availability of applications on
both OS-powered smartphones leading to further proliferation of AR
4
Highly advanced hardware management protocols built into Software
Development Kits (SDKs) has allowed focus to shift to UI & UX from the
traditional performance management of smart devices
5
With increasing involvement of various data sources to create immersion
experiences, there is an increased complexity for immersive solutions.
Hence system integrators have a significant role to play in the future
10Growth of Immersive Media - A Reality Check | Immersive Media Ecosystem
4.1 | Immersive Media Ecosystem
The Immersive Media ecosystem is composed of 6-Key Players – Hardware Producers, Technology & Platform
Developers, Application Developers, Content Producers, System Integrators and Users. Other than these, the
Government in the form of Regulators and Policy Formulators play a critical role in the growth of the Immersive
Media adoption in any country.
4.2 | Immersive Media Value Chain
Toolkits and
Platforms to
take vision to
reality varying by Studios,
Devices required Applications
technology Organisations
to consume are platforms
and Individuals
Immersive Media Used as a base to for rendering
producing/
create Immersive immersive
Technology varies owning content
Experiences content to users
by application for Immersive
through
Larger number Experiences
• AR: Hand- Computing
of Developers End-consumers of
held Devices, Applications Content
developing Immersive Media
Head Mounted developers/
• AR: Apple’s applications
Devices (HMD), owners span Users are
ARKit2, and features for
Heads-up areas such as generally owners
Google’s consumption of
Display (HUD) Media, Gaming, of devices
ARCore2, Immersive Media
Advertising etc. and span the
• VR: HMD Amazon’s
e.g. Niantic, business and
Sumerian; e.g. JauntXR,
• MR: HMD Snapchat, consumer sectors
Rewind, Visualise,
• VR:Unity3D Facebook,
IKEA, L’Oreal
Cubicle Ninjas
Hardware Users
Tech. & Platform Content
Developers Application Producers
Developers
System Integrators (SI)
Used in extensive projects and Capabilities are centered around Internal Capabilities may extend to all
launches, SI players span across developing and deploying ecosystem players, or they may collaborate
the Develop-to-Deploy ecosystem complex solutions for their clients to deliver end-solution to buyer
Figure 3: Value Chain of Immersive Media
11Growth of Immersive Media - A Reality Check | Immersive Media Ecosystem
Hardware
Physical devices that are used Devices vary by type of Immersive Media e.g.
to consume content across the Augmented Reality is consumed on Smartphones,
Immersive Media spectrum HMD etc., while VR is consumed through VR- HMD only
Evolution & Trends
Launch of Apple
Release of iPhone 8 and
AR in Web Multiple AR iPhone X specially
Browsers HMD/HUD (E.g. designed to cater
possible Google Glass) to AR Experiences
2000 2010 2016 2018
2008 2014 2017
AR Toolkit First Prototype of Commercial Standalone VR
released for VR Headset (read Launch of HMDs launched
development on Oculus) created Microsoft – Oculus Rift;
Personal Devices HoloLens MR Headset –
MagicLeap One
Focus on Standalone/ Hardware ergonomics Smartphone VR to take Multi-sensory beyond
Untethered devices to improve lead in VR adoption Sight and Sound
Impact on Growth of Immersive Media
Hardware advances Virtual reality has seen a Mixed reality has 3600 Cameras are
in Handheld Smart positive shift with hardware become a possibility improving in form
Devices have led ecosystem players producing with Microsoft’s launch factor, resolution and
to potential for devices with smartphone-based of Hololens, and Google- data transmission to
mass-adoption of inserts, along with the more backed MagicLeap ensure high quality
Augmented Reality expensive tethered devices launching devices image capture
12Growth of Immersive Media - A Reality Check | Immersive Media Ecosystem
Tech. & Platform Developers
Developers who create tools and Platforms today have been developed by
platforms for the creation of immersive both Mobile OS developers, as well as
media applications and content stand-alone tool developers
Evolution & Trends
Unity3D Game Amazon Sumerian
Engine Launched Available to Public
2000 2011 2018 2018
2005 2018
AR Toolkit Total Immersion Google Apple releases
released for Launches D’Fusion Launches ARKit2
development on Free Platform for ARCore
Personal Devices AR Gaming
Launch of Major SDKs by Apple & Google Focus shifting to UX from back-end performance
Impact on Growth of Immersive Media
Developers creating Large investment As SDKs are integrated to the device, uniquely
toolkits and platforms driving SDK built by the OS developer with advanced hardware
have played a significant enhancents performance management inbuilt, the larger focus
role in driving mainstream leading to better is now on User Interface and User Experience and
adoption of Augmented quality which will not device performance management such as
Reality and Virtual Reality drive adoption Battery life, Processor Use etc.
13Growth of Immersive Media - A Reality Check | Immersive Media Ecosystem
Application Developers
Developer Ecosystem that creates applications for Smart Devices, Computers,
Consoles and other devices for rendering an immersive experience based on
the technology of choice – AR, VR, MR, or 3600 Video
Evolution & Trends
No. of Companies Founded Total Funding (USD Mn.)
(2013-2018*) (2013-2018*)
753
798 Applications of AR to grow
faster due to non-requirement
of additional hardware
528
483 Immersive applications to
grow beyond Gaming, Real
Estate, Media & Advertising,
Social Media
Enterprise Sectors will begin
development of highly
specialized immersive apps
AR VR AR VR
Impact on Growth of Immersive Media
Applications for Immersive Media Social Media organizations such as Snap Inc. (Snapchat)
have been centered around and Facebook’s recent strides in AR and VR to render
Gaming, Real Estate, Media & content for consumption and sharing have led to
Advertising and Social Media exponential growth in the number of consumers
*:July 2018 Source: Traxcn 14Growth of Immersive Media - A Reality Check | Immersive Media Ecosystem
Content Developers
Producers of content that is consumed Content can be in the form of Video, Audio,
by the end-user across the Enterprise Graphics, Animations, Images etc. and can
and Consumer ecosystems transcend any of the immersive technologies
Trends
Content studios focusing Media & Entertainment sector Virtual Presence for
on developing content for showing most potential for Enterprises, Training &
MR and VR content consumption in VR Employee Development on VR
Impact on Growth of Immersive Media
Growth of quality Increasing adoption Content Producers and Owners
content with greater of VR in Media & are delivering various applications
contextualization has Entertainment will across Gaming, Retail, Education,
led to the growth of enable its larger role Learning, Social Media etc.
Immersive Media in Film & Broadcasting leading to a larger uptake
System Integrators
Responsible for delivering and Capabilities span Content Development, Application
rolling out complex solutions Development and Technology Integrations
Trends
Augmenting Working closely with Device Increasing investments in acquisition
capabilities in Manufacturers carrying design of tools and technologies to enhance
Content Development feedback from Enterprise Clients overall delivery capabilities
Impact on Growth of Immersive Media
Enterprise interest in Immersive Media has Developing internal capabilities
increased in the last 5-7 years, with System across multiple functional areas
Integrators designing and deploying these has led to the growth of reliance
complex solutions for large corporations on the System Integrators
15Growth of Immersive Media - A Reality Check | Global Market Analysis
5 Global Market Analysis
Immersive Media globally has witnessed
low adoption, but is on the cusp of growth
- estimated to grow at 76% (CAGR) over
the next 5 years
1 The Global Immersive Media market is estimated at USD 18.4 Bn in 2018
and is projected to grow at 76% CAGR to reach USD 179 Bn by 2022
Currently, USA is the leading market with as much as ~1/3rd market share
2
of the Global Immersive Media market. By 2022, while US is estimated to
continue to garner 1/3rd share of Immersive Media spending; China, Japan,
Germany and UK are projected to emerge as markets with significant
Immersive Media spending
3
The industry has captured significant interest of investors over the last few
years - Globally Immersive Media industry has attracted over USD 7.5 Bn
funding during 2013-17
As per 2017 estimates, Enterprise contributes to 2/3rds of the Immersive
4 Media Spending, while Consumer spending contributes to the remaining
1/3rd, with Automobile, Heavy Industries, Real Estate and Training are the
key enterprise verticals driving the Immersive Media market
5
Camera & Image Capture, Mapping & Environment, and Display
technologies are areas witnessing significant technology innovations,
which is also aiding the growth of Immersive Media
16Growth of Immersive Media - A Reality Check | Global Market Analysis
5.1 | Global AR & VR Spending Estimates
Global AR & VR Spending Estimates – 2015-22 (USD Bn.)3
178.9
17.8
2015-2017 2017-2022
Global CAGR
%
76
g Augmented Reality 155% 84% 102
12.5
g Virtual Reality 48% 44%
161.1
c AR + VR 105% 76%
57.9
8.8
89.4
32.7
6.1
105% 18.4 49.2
1.3 2.0 5.9 2.9 10.4 4.2
14.2 26.6
1.2 2.5 4.0 7.6
2.5 5.9 10.4
2.5 18.4 32.7
2.5 57.9 102
2.5 178.9
2015 2016 2017 2018E 2019F 2020F 2021F 2022F
Chart 1: Global AR and VR spending (2015-2022)
The global Immersive Media market has grown from USD 5.9 Bn in 2016 to USD 18.4 Bn in 2018 and is expected
to reach USD 178.9 Bn by 2022. Gaming, Media, Entertainment, Retail, Medical and Healthcare, Digital marketing,
Industry training and support are some of key Industries expected to drive the market
Immersive Media Market: Enterprise vs. Consumer,
5.2
Geographical split
As per 2017 estimates, Enterprise contributes to 2/3rds of the Immersive Media Spending, while Consumer spending
contributes to the remaining 1/3rd. Both Enterprise and Consumer spending are estimated to grow at a significant
pace (as shown in the Figure below) and the contribution percentage of the two segments is estimated to stay within
the same range.
Enterprise Market vs Consumer Market Growth for
Immersive Media4
Global Augmented Reality Market Global Virtual Reality Market
(Consumer vs. Enterprise) (USD Bn.) (Consumer vs. Enterprise) (USD Bn.)
2015- 2017- 2015- 2017-
2017 2022 2017 2022
Global CAGR Global CAGR
41.1
g Enterprise 156% 85% g Enterprise 47% 44%
% % 8.5
g Consumer 155% 83% 84 g Consumer 48% 44% 44
Ent. + Con. 155% 84% Ent. + Con. 47% 44%
6.0
23.0
120.0 4.2
12.8 2.9 9.3
66.4 47%
155% 5.6
7.0
0.6 0.9 1.0 2.0 6.6
0.9 2.9 3.7 1.4 4.6
36.4 0.7 3.3
0.3 1.1 2.0 19.7 2.2
10.5 1.5
2015 2016 2017 2018E 2019F 2020F 2021F 2022F 2015 2016 2017 2018E 2019F 2020F 2021F 2022F
Chart 2: Growth of Immersive Media - Enterprise vs. Consumer Segments
3,4 | Deloitte Analysis, BIS Research 17Growth of Immersive Media - A Reality Check | Global Market Analysis
Immersive Media Market Size & Growth across
Geographies – Select Markets5
Country Canada USA Latin UK France Germany ME & India China Japan
America Africa
AR VR AR VR AR VR AR VR AR VR AR VR AR VR AR VR AR VR AR VR
in
2017
2015 - 2017
0.2 0.1 2.6 1.1 0.4 0.1 0.6 0.3 0.4 0.1 0.8 0.3 0.3 0.1 0.2 0.1 0.6 0.2 0.7 0.2
CAGR Size
168% 55% 159% 48% 139% 43% 157% 49% 153% 49% 148% 45% 136% 41% 172% 57% 170% 55% 165% 50%
in
2022
2017 - 2022
6.1 0.7 59.3 6.6 5.4 0.6 0.2 12.5 8.1 0.9 15.7 3.5 0.4 0.1 6.0 0.6 15.6 1.6 17.7 1.6
CAGR Size
90% 49% 86% 44% 71% 39% 85% 45% 83% 45% 80% 43% 69% 37% 91% 57% 92% 50% 89% 45%
Size is in USD Bn. (Also, for 2017-22 calculated with values from 2018-2022), CAGR in %
Figure 5: Immersive Media Growth across Markets (Select Market)
Currently, USA is the leading market in terms of Immersive Media spending with ~1/3rd of the global market. By2022,
while US is estimated to continue to garner 1/3rd share of Immersive Media spending, China, Japan, Germany and UK
are projected to emerge as markets with significant AR-VR spending.
5 | Deloitte Analysis, BIS Research 18Growth of Immersive Media - A Reality Check | Global Market Analysis
5.3 | Funding & Growth of Immersive Media Organizations
Augmented Reality and Virtual Reality have seen a sharp growth in the interest of entrepreneurs and investors
alike in the last 5 years. The large investments in Immersive Media across Augmented Reality and Virtual Reality
companies in the last 5 years are testament to the potential of Immersive Media to become the next wave of
technology in computing and entertainment.
Number of Companies Founded providing
Augmented Reality & Virtual Reality6
Augmented Reality Virtual Reality
127 133
125
473 502
93 94
304
168
118
2013 2014 2015 2016 2017 2013 2014 2015 2016 2017
g Y-o-Y Augmented Reality Companies Founded g Y-o-Y Virtual Reality Companies Founded
Chart 3: Total Count of Companies Founded Y-o-Y (2013-17)
Immersive Media Market: Enterprise vs. Consumer,
5.3.1
Geographical split
Augmented Reality & Virtual Reality Funding7
Augmented Reality Virtual Reality
(Funding in USD Mn.) (Funding in USD Mn.)
133
54 54
50
121 143 123
46
36
20 896
60 142 897
52 190
677 11 520 420
36 12
23 255
272 265 232 130
19 27 18 21 16 77 9 191 55 55 71 77
2013 2014 2015 2016 2017 2013 2014 2015 2016 2017
c Late Stage g Early Stage g Seed n Number of Rounds of Funding (Units)
Chart 4: Funding Amounts & Total Funding Rounds (2013-17)
6,7 | Deloitte Analysis, Tracxn Technologies Private Limited 19Growth of Immersive Media - A Reality Check | Global Market Analysis
Sub-Sector Funding Activity (2013-2018)8
Total Funding (in USD Mn.) Total Funding (in USD Mn.)
Chips & Sensors 167
Interactivity Enablers 69
Display Devices 191
Development Tools 374 Live Streaming 199
Interactivity Enablers 281
Applications 483 Studios 307
3000 Applications 798
Display Medium 1500
Content Creation Tools
Chart 5: Sub-Sector Funding Activity in Augmented Reality (Left) and Virtual Reality (Right) (2013-YTD 2018)
Investment activity in the sub-sectors shows a difference in approach. While Development Tools seem to have
9.5% of the total investments in Augmented Reality, Tools for Content Creation have received about 43.5%
investments over the last 5 years. This speaks of the reduced dependence of investments in creating and making
better development platforms with the advent of SDKs from major device manufacturers. However, the increased
investment in Content Creation Tools for VR indicates the enhanced need to ensure high-quality content being
developed in order to continue to maintain interest, demand and supply of Immersive Experiences through Virtual
Reality.
The Geographical division between investments points to a large chunk of the funding being routed to the United
States. Other regions and countries such as Mainland Europe, China, Israel, Japan, India, and New Zealand etc. are
attracting investments as well.
Geographical Distribution of Investments in
Immersive Media9
US US
3300 2300
Europe 239 Europe 841
Israel 211 Israel 179
New Zealand 41.5 India 71.3
Taiwan 25 New Zealand 41.5
Canada 23.6 Canada 34.6
Japan 8.2 Japan 18.5
India 5.1 Australia 8.7
Chart 6: Investments by Major Geographies - Augmented Reality (Left) and Virtual Reality (Right) in USD Mn. (2013-YTD 2018
8,9 | Deloitte Analysis, Tracxn Technologies Private Limited 20Growth of Immersive Media - A Reality Check | Applications & Use Cases
6 Applications & Use Cases
Immersive media offers a multitude of
use cases applicable across various
industry verticals.
6.1 | Application Categories of Immersive Media
Immersive
Enhancing Immersive media Immersive ways Entertainment
Experiences
experience in in Education, of experiencing an through
supporting
connectivity Learning & Skill interest, purchase Immersive
Knowledge- based
applications Development or location technologies
Tasks
Holo-Presence Trainings Immersive Mobility
Medicine &
Live Events
Paramedical
See-What-I-See Safety Compliances Travel & Hospitality
Storytelling
Manuals & Guides
Do-What-I-Do Certification Augmented
Catalogs Gaming
Design &
Remote Scribing Architecture Gaming
Augmented Location-based
Shopping Entertainment
Social Field Service Behavioral Analytics
Events & 3600 Video
Field Services Analytics & Big Data 3D Simulations Conferences
In-Store Experience
Connectivity Knowledge Education Exploration Entertainment
Figure 6: Categories for Applications of Immersive Media
21Growth of Immersive Media - A Reality Check | Applications & Use Cases
6.2 | Key Use Cases
The technology of creating an augmentation to the real-world
with a digital rendition of an individual in true depth 3D using
multiple projections is Holographic Presence (or Holo-Presence)
Potential Value
Delivered
Impression of real-time interaction possible, giving further
comfort to consumer of the content, and can save on
logistical costs as well as mitigate resource crunch in
sectors such as Education, Arts etc.
Dimension Ongoing Deployments (Illustrative)
CONNECTIVITY
Application
HOLO-PRESENCE
Mixed Reality solutions have a myriad of applications in
the Maintenance, Repair and Overhaul sector, enabling
field services to higher efficiency, safety and quicker
turnaround
Potential Value
Delivered
With access to manuals and guides in multi-media form,
efficiency of the MRO operation potentially increases.
Lower costs, and higher efficiency can enable higher
profitability
Dimension
Ongoing Deployments (Illustrative) CONNECTIVITY
Application
FIELD SERVICES
(MIXED REALITY)
22Growth of Immersive Media - A Reality Check | Applications & Use Cases
Architecture by virtue of its nature, is heavily dependent on the
ability to ensure that the end-user can see or visualize the concept of
the architect in his mind. Virtual reality can enable said visualisaton
even before the actual design is ready in physical form
Potential Value
Delivered
Enabling utilization of space, model evolution and advanced
planning through visualisations instead of 3D models made
through Computer Aided Design
Dimension Ongoing Deployments (Illustrative)
KNOWLEDGE
Application
ARCHITECTURE
Immersive Intelligence is a collaborative fact-based
decision process for understanding complex systems and
data sets using immersive spaces
Potential Value
Delivered
In the experience of being ‘one with the data’, and to be
able to get a realistic visualization of the data, the users
are able to explore virtually limitless datasets, and take
action/decisions
Dimension
Ongoing Deployments (Illustrative) KNOWLEDGE
Application
IMMERSIVE
INTELLIGENCE
23Growth of Immersive Media - A Reality Check | Applications & Use Cases
Use of Virtual Reality is expected to take center stage with the
enterprise and education sectors in Training and Development.
Simulation of real-time environments and presentation to the
end-user will help enable cost reduction and enhanced learning
Potential Value
Delivered
Costs for trainings are lower as dependence on individuals
conducting them, and costs for logistics are lower.
Immersive trainings are the closest to reality, and a robust
methodology to ensure learning
Ongoing Deployments (Illustrative)
Dimension
EDUCATION
Application
TRAININGS
Leading Player in Industry Sector an immersive
interactive induction product for its new employees to
gain an overview of the company’s processes from ‘rig to
retail’, and across Business Groups
Potential Value
Delivered
Cost and Time savings in the range of 70-85% have been
observed with the onboarding procedure, with potential for
more engagement with employees during their entry into
the organsiation
Dimension
Ongoing Deployments (Illustrative) EDUCATION
Application
SIMULATIONS
24Growth of Immersive Media - A Reality Check | Applications & Use Cases
Seat selections and potential choices for superior experiences
on the luxury airline were in standard desktop and smartphone
offerings which the airline wanted to transform to enhance
customer satisfaction
Potential Value
Delivered
Satisfied and impressed customers, who have made
informed choices leading to reduction in complaints,
expectation mismatch and overall increase in customer
satisfaction
Dimension
EXPLORATION
Ongoing Deployments (Illustrative)
Application
TRAVEL &
HOSPITALITY
International Retail chain wanted to engage more
customers through their smartphones inside and outside
their physical flagship stores, and take that engagement
to the friends/connections of these customers
Potential Value
Delivered
Engagement with the customer and the customers social
media circle of influence stands to enhance revenue
streams by rising interest in the product
Dimension
Ongoing Deployments (Illustrative) EXPLORATION
Application
RETAIL
25Growth of Immersive Media - A Reality Check | Applications & Use Cases
With 3600 Videos becoming increasingly less appealing, and
customers expecting a more immersive and interactive gaming
experience, standard VR gaming in public spaces such as Malls, Hotels,
Theme Parks was becoming increasingly obsolete rather quickly
Potential Value
Delivered
Implementation of VRCades for leading Cinema provider
in US, Canada, China led to 90% customer satisfaction and
75% week-over-week revenue increment in initial weeks
Dimension Ongoing Deployments (Illustrative)
ENTERTAINMENT
Application
LOCATION-BASED
ENTERTAINMENT
Whether Live Sports, Trade Shows, Product Launches or
any other live setting, enhanced engagement with the
audience is the ask of every participant organisation
Potential Value
Delivered
Higher engagement delivery with the potential to increase
sales customer footfall; Alternatively, higher engagement
with audience in high-tech/learning events such as
exhibitions etc. Dimension
ENTERTAINMENT
Ongoing Deployments (Illustrative) Application
AUGMENTED
REALITY IN
LIVE EVENTS
With significant high impact applications in the offing for Augmented Reality and Virtual Reality, providers from
across the globe are focusing on innovation to establish higher reasons for adoption. Backed by evolving technology,
Immersive Media offers practical solutions with real benefits, which will mature further in future.
26Growth of Immersive Media - A Reality Check | Applications & Use Cases
6.3 | Key markets for Immersive Media content and Services
Content/applications developed are expected to grow further and form the core of the market in the subsequent years.
The below mentioned are the key industries expected to witness the highest level of adoption of Immersive Media
globally
6.3.1 | Gaming Industry
The global gaming market is estimated at USD 137.9 Bn in 2018, with 2.3 Bn gamers worldwide. The mobile gaming
market is alone estimated at USD 70.3 Bn, witnessing a growth of 25.5% year-on-year. The market is expected to
reach USD 180.1 Bn by 2021, driven partly by the strong growth expected in VR games market. A record USD 2 Bn was
invested in 2017 in the gaming industry, with majority of the investment going into AR/VR game development.
For VR games alone, the market is forecasted at USD 5.08 Bn by 2017 and USD 39.47 Bn by 2021. By type of
hardware, console games is expected to take the major share, but significant growth is expected in mobile and arcade
game VR titles.
Chart 8: Global VR Gaming Market (in USD Mn.)
35.0
23.4
14.9
9.0
5.1
2.7
2016 2017 2018E 2019E 2020F 2021F
Chart 7: Global VR Gaming Market (USD Mn.)
Immersive Media can play a large role in the overall improvement of experience and growth of the sector in the
following highlighted areas:
Connectivity Knowledge Education Exploration Entertainment
Gaming
6.3.2 | Entertainment Industry
The level of investment and the diversity of the activities in Immersive media market in the entertainment industry has
significantly increased over the past few years. In fact, it is one of few Industries to receive significant attention from
the developers and investors alike. The entertainment sector has seen the number of investments go up by 79% in
second half of 2017 compared to the same in 2016. Investments in the area of entertainment have been seen in the
fields of Hardware, production and enhancing the existing business capabilities.
27Growth of Immersive Media - A Reality Check | Applications & Use Cases
Jaunt, a VR start-up has developed an end-to-end cinematic virtual-reality content-creation platform. It has raised
USD 100 Mn so far, led by Disney and other Hollywood players. Jaunt already has more than 200 pieces of contact in
its library, including sports and concert programming.
Similar investments are seen in Ryot, Felix and Paul studios, Within, Penrose studios, Baobab studios etc., among
others.
In India, the production of content has gained pace over the recent years, using VR, AR and 360° technologies.
Enlighten, Memesys, Meraki, Transcend and Trimensions etc., are some of the start-ups working in Entertainment
industry.
Immersive Media can play a large role in the overall improvement of experience and growth of the sector in the
following highlighted areas:
Connectivity Knowledge Education Exploration Entertainment
Entertainment
6.3.3 | Hotel and Travel Industry
Hotel and Travel Industry is witnessing increasing use of VR technologies as a new marketing tool. 360° video and
photos are used to provide the consumers the look and feel of the destinations across the world. VR technologies have
the power to drive growth in the travel industry by increasing people’s desire to travel.
In Sept 2015, Marriott International hotel chain has announced the launch of ‘VRoom Service’ created in collaboration
with Samsung Electronics. Guests are provided the option to order a Samsung Gear VR headset to experience VR
within their rooms. This is in addition to the ‘The Marriott Teleporter’ it has already introduced in 2014. A “4D VR”
system provides information to the five senses in addition to the 3D vision.
In addition to Marriott International, a range of other travel companies is using VR as a marketing tool. Spectra VR, The
Thought Studio, Tesseract, Trimensions, Meraki, and Transcend are some of the start-ups in India actively involved in
developing content for the Tourism and Hospitality Industry.
Provider
Immersive Media Offering
Tajness, 360° view of Taj Hotels
signature experiences
Offers 360° view of Deltin Caravela,
India’s only Casino Float
The Teleporter, VR Room service
Offers 360° view of Hilton’s Barbados resort
Table 1: Immersive Media in Hospitality
28Growth of Immersive Media - A Reality Check | Applications & Use Cases
Immersive Media can play a large role in the overall improvement of experience and growth of the sector in the
following highlighted areas:
Connectivity Knowledge Education Exploration Entertainment
Hotel & Travel
6.3.4 | Sports & Live Events
The first applications of AR in Sports was seen in late 1990’s, in American football, with the projected first-down line
and in Hockey, with the puck tracking. With the increased development of Immersive media technologies, Sports
Industry is also witnessing a significant adoption. The sport experience is being amplified in every possible field,
ranging from consuming content to training to recruiting athletes.
Provider
Immersive Media Offering
Live streaming of VR content of professional sports,
such as NBA, NFL, International Champions Cup
(ICC) football, NASCAR race, NHL etc
Integrating social Fans can interact with each
functionality other through VoIP
Table 2: Immersive Media in Sports & Live Events
Connectivity Knowledge Education Exploration Entertainment
Sports & Live Events
6.3.5 | Education
Education is expected to witness major transformation with the introduction of Immersive media technologies. By
engaging students with VR and AR technologies, in-depth learning experiences are made possible, which involves
including creative and interacting elements. Abstract and difficult concepts can be easily understood aided by 3D
rendering of the objects enabling visualization, thus providing deeper understanding of the concepts.
zSpace, Nearpod, Immersive VR Education and Universiv are some of the prominent Immersive media start-ups
working in the education space.
Immersive Media can play a large role in the overall improvement of experience and growth of the sector in the
following highlighted areas:
Connectivity Knowledge Education Exploration Entertainment
Education
29Growth of Immersive Media - A Reality Check | Applications & Use Cases
6.3.6 | Retail
Immersive Media, specifically Augmented Reality, has led to the onset of a major change in the approach to
purchasing. Dubbed as the latest technological revolution in retail after mobile shopping, Immersive Media has
enabled potential buyers experience “Try-before-you-Buy” in their chosen environment, as well as the store itself. For
instance, the ability to place the heavy furniture such as a sofa set in the field of view using your iPad has been made
possible by Augmented Reality. This experience enables the end-user to see and appreciate how that large purchase
would look in their home. In turn, this has led to the reduction in returns and exchanges – a cost that most stores and
companies would bear in a highly competitive market.
Companies such as Target, Walmart, IKEA, Urban Ladder, and Zara are prominent users of Immersive Media with
innovative use cases.
Immersive Media can play a large role in the overall improvement of experience and growth of the sector in the
following highlighted areas:
Connectivity Knowledge Education Exploration Entertainment
Retail
6.3.7 | Automobile
Automobile manufacturers are constantly trying to place futuristic technologies in play to deliver a higher value and
enticing experiences to the customer across sales, driving & usage and service. Internal innovations to streamline
manufacturing, stock management and distribution are focus areas as well. In the recent years, automotive
manufacturers have begun to increase their usage of Immersive Media to enable an interactive and detailed sales
process.
For instance, Infiniti Cars uses a VR video-based approach to enable the customer to experience the car as if it were
driving, thereby filtering customers for test-drives and potentially converting higher sales. BMW is globally engaging in
AR to enable virtual shopping by allowing customers to customize the car variant while they are in the showroom to
select paint, wheels and other options on a stock configured car.
Manufacturers such as Volkswagen Group have used Augmented Reality in the form of a maintenance tool –
Volkswagen MARTA to help service their next-generation Volkswagen XL1. Volvo is utilizing Microsoft’s HoloLens to
enable production line workers to digitally view assembly instructions in real-time while working to put together parts
of the vehicle. Work instructions, associated technical drawings and even videos from the last person who completed
the procedure can be viewed in the AR glasses. This allows workers to keep their hands on their task with virtual
guidance, negating the need to walk over to a workstation to check anything and increasing outputs
Connectivity Knowledge Education Exploration Entertainment
Automobile
30Growth of Immersive Media - A Reality Check | Emerging Technology Innovations
7 Emerging Technology Innovations
As Immersive Media grows, it will leverage
technology innovations, a few key examples are
explained below
Camera & Image Capture
Multi-Lens Camera
3D Sensing Camera
Smart Contact Lens
Mapping & Environment
Simultaneous Location & Mapping
Display
AMOLED- based Micro Display
High Angular Resolution FOV
31Growth of Immersive Media - A Reality Check | Emerging Technology Innovations
Select Technology
#1 Multi-Lens Camera
Usage of multi-lens cameras in the recent past, to create
depth-inclusive imagery and video, has been very high.
Recent advances in multi-lens cameras on Smartphones
have led to an even superior image quality or video quality
with depth characteristics. Virtual Reality, like Augmented
Reality, is expected to draw from Multi-Lens cameras in order
to create truly immersive experiences.
Key Players
Challenges
Limited usage beyond recreation of images for AR applications
Image 1: Apple iPhone X Rear Camera (Multi-Lens)
Impact
Majority of the devices End-user experience Positive influence AR uptake as well
being powered with will show significant expected, especially when AR is
Multi-lens cameras improvement experienced through hand-held devices
Select Technology
#2 3D Sensing Camera
Leveraging infrared technology to not only capture standard
images, but also sense the depth of the surroundings is the
prime application of the 3D Sensing Cameras. As compared
to the standard 3D Cameras offering on certain smart
devices, 3D Sensing Cameras have applications that range
beyond day-to-day photography applications, especially in the Image 2: Depth Sensing Cameras on the Apple iPhone X
Augmented Reality and Virtual Reality space.
Key Players
Challenges
Evolution of SDKs require devices to have 3D Sensing Cameras as a
mandatory/default hardware; Limited Uptake of these premium devices
Impact
3D Sensing Cameras to enhance customer experience and delivery
quality of apps through depth-based immersive experiences
32Growth of Immersive Media - A Reality Check | Emerging Technology Innovations
Select Technology
#3 Simultaneous Localization
& Mapping (SLAM)
Simultaneous Localization and Mapping also called as SLAM, a technology
whereby a robot or a device, can use sensor data to construct or update a map
of an unknown environment, while simultaneously keeping track of its location
using complex computations and algorithms. This technology is enabled
by using depth sensing cameras, gyroscope and other modern sensors. Its
incorporation into Virtual and Augmented reality headsets helps the device Image 3: Illustrative Render of SLAM
in establishing its location and its surrounding environment. It enables
the Immersive media developers to create more interactive and realistic
experiences and provide more accurate augmentation and depth information
Key Players
Challenges
Parameters of the camera such as focal length and SLAM requires high-powered devices to efficiently
principle point are required to be calibrated, which requires map and track the environment, which significantly
the usage of complicated and hence costly algorithms increases the cost of devices it is used on
Impact
SLAM has replaced the traditional marker-based technology tracking which
required pointing the camera at a defined image to see the AR experience
Select Technology
#4 Smart Contact Lens
Smart Contact Lens are contact lens with embedded technology
to support a variety of applications, mainly around creating an
AR-environment, or detecting certain vital body parameters using
sensors. They have been on the embryonic stage of evolution with
key technology organizations expressing significant interest in them.
However, the real life application of the same would be to take pictures Image 4: Illustrative Impression of
to enable the creation of an augmented reality environment using the Smart Contact Lenses
smartphone to which the lens connect wirelessly
Key Players
Challenges
Concerns around invasion of privacy, especially around recording
Impact
High potential for usage to create Exploring the potential of using Smart Lens in the MRO,
augmented reality environments Industrial and Media industries may result in a higher uptake
33Growth of Immersive Media - A Reality Check | Emerging Technology Innovations
Select Technology
#5 Amoled-based Micro Displays
Displays carrying AMOLED (Micro) technology may have existed for many
years. Major applications have been in military applications, and Head-
mounted displays in the commercial space have carried these as well.
Major drivers for the adoption of AMOLED-based Micro Displays over the
traditionally applied Liquid Crystal on Silicon (LCoS) has been the ability to
reduce size and weight. Image 3: Micro Display
Challenges
Lower color lifetime than LCoS, Displays are challenging to be mass
making the technology unreliable, produced, and innovation to reduce costs is
and potentially too expensive not as fast as traditional display makers
Impact
Augmented reality (AR) glasses will be easier to More room for other components to be built in,
use because the size of light engine will be greatly such as 3D-sensing camera, human interface
improved by AMOLED-based micro displays (either touchpad or voice control) or larger battery
Select Technology
#6 HIGH ANGULAR RESOLUTION AND
WIDE FIELD OF VIEW DISPLAYS
VR, AR and MR head-mounted displays (HMDs) require higher definition,
high screen resolution and high aperture ratio to reduce the screen-door
effect. FOV of most VR, AR and MR headsets ranges from 20° to 40° due to
volume and weight restrictions. Improving AR visual interaction performance,
including the FOV, is expected to gain pace with development of screen
technologies such as Organic Light-Emitting Diode-on-silicon (OLEDos) and
micro projection technologies such as Lead Computing Optical Sight (LCOS)
Challenges
OLEDos and LCOS technologies are still in the development phase, the displays are
expected to be more expensive compared to the available display technologies
Impact
With the increased development and integration of these technologies onto the VR and AR devices,
it makes the devices more appealing and superior in terms of user experiencea
34Growth of Immersive Media - A Reality Check | The India Story
8 The India Story
India is well positioned to leverage the
opportunity presented by demand of Immersive
Media globally, while also growing to become a
large consumer of these very experiences
Immersive Media Market in India is estimated at USD 0.55 Bn. in 2018,
1 but is expected to grow to USD ~6.5 Bn by 2022. Augmented Reality is
estimated to grow to USD 5.9 Bn and Virtual Reality is estimated to grow
to USD 0.5 Bn by 2022
2 Real Estate, Media & Entertainment, Automotive and Retail are expected
to be the verticals with maximum adoption of Immersive Media
Indian AR-VR supply landscape comprises of significant large and small
3 players in the areas of ‘Tech & Platform Development’, ‘App Development’
and ‘System Integration’ – both the domestic and the global Immersive
Media market provides a significant opportunity for these players to tap into
4
Partnerships and collaborations are expected to be the key drivers of the
ecosystem in India, with majors such as Facebook, Snapchat, Niantic
forging relationships with Indian firms
5
Challenges limiting the growth of Immersive Media in India include
Prohibitive Costs of Devices, Limited Content Availability and Low
Awareness about the Value Proposition of Immersive Media
35Growth of Immersive Media - A Reality Check | The India Story
8.1 | Immersive Media Growth in India
Immersive Media Market in India is estimated at USD 0.55 Bn. in 2018, but is expected to grow to USD ~6.5 Bn by
2022. Augmented Reality is estimated to grow to USD 5.9 Bn and Virtual Reality is estimated to grow to USD 0.5 Bn
by 2022.
Projected Augmented Reality Market Growth in India (2015-22)10
Augmented Reality Market Growth in India (USD Mn.)
%
91
5,968
3,147
172% 1,671
222 868
30 109 445
2015
2.5 2016 2017
2.5 2018E 2019F
2.5 2020F 2021F
2.5 2022F
Virtual Reality Market Growth in India (USD Mn.)
%
52
555
373
249
165
58%
109
69
28 44
2015
2.5 2016 2017
2.5 2018E 2019F
2.5 2020F 2021F
2.5 2022F
x% Compound Annual Growth Rate
Chart 9: Market Growth for Augmented Reality & Virtual Reality in India (Incl. Consumer & Enterprise User spending)
8.2 | Demand and Supply Landscape
8.2.1 | Demand Landscape
The needs of the customer have changed significantly. Enterprises are seeking differentiation by providing a ‘wow’
experience to the consumer, while continuing to stay focused on profitability. In a high-competition environment
bringing down costs of customer acquisition and reduction of overheads in terms of real-estate space to sell goods
and services have led to the incremental adoption of Augmented Reality and Virtual Reality. Similar rationale has led
to the upwards drive of the use of AR and VR in the Maintenance, Repair and Overhaul domain, as well as learning &
development for businesses.
10 | Deloitte Analysis, BIS Research 36Growth of Immersive Media - A Reality Check | The India Story
Applicability Potential
Entertainment
Connectivity
Exploration
Knowledge
Education
Propensity
to Deploy
Industry Illustrative Use Cases Immersive
Media
The needs of the customer have changed significantly. Enterprises are seeking differentiation by providing a ‘wow’
experience to the consumer, while continuing to stay focused on profitability. In a high-competition environment
Automobile Manufacturing Operations
bringing down costs of customer acquisition and reduction of overheads in terms of real-estate space to sell goods
and services have led to the incremental adoption of Augmented Reality and Virtual Reality. Similar rationale has led
Carand
to the upwards drive of the use of AR Sales
VR &in Service
the Maintenance, Repair and Overhaul domain, as well as learning &
development for businesses.
BFSI Customer Experience (Electronic Banking)
Learning, Training & Development
Defense HUD in Military Aircraft, Vehicles and Boats
Special Forces Gear & Training across AR & VR
Education Learning through Live-like systems
Learning/Training in safe environments
Gaming Mobile Hand-held Gaming using AR & VR
Console & Computer Gaming using VR
Healthcare Learning & Training/Education
Surgery, Patient Care etc.
Hospitality & Customer Experience & Revenue Uplift
Travel
Learning, Training & Development
Logistics & Asset Tracking/Supervisory Control
Supply Chain
Customer Service/Support
Media & Advertising & Revenue Generation
Entertainment
Media Consumption
Oil & Gas Manufacturing
Training & Development
Real Estate
Showcase of property/real-estate product
Retail Shopping Experience Enhancement
Product Launches/Support
Telecom Telecom/TowerCo Setup/Maintenance
Sales/Customer Service
Indian companies across the Automobile, Real Estate, Retail, e-Commerce and Maturity
other similar sectors have been experimenting and in recent times adopting the
use of Augmented Reality to match their customers’ experience requirements. Low High
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